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Episode 9 - Quake

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Content provided by Patrick Arthur. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Patrick Arthur or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

Quake is one of the most influential shooters ever made. While its contemporaries like Duke Nukem and Blood were dabbling in the illusion heavy 2.5D, Quake chose instead to feature fully 3D models and environments. It introduced true vertical spaces, encouraged the use of the mouse to aim and forced players to manage distance far more actively. But does its gameplay hold up all these years later, or has it been eclipsed by refinements taken by more modern shooters?

In this week’s episode, we explore:

  • How does the decision to make most enemies shoot projectiles or attack in melee, instead of hitscan, affect the pace and feel of the gameplay?
  • Is Episode 4 the apex of the Quake experience, with its larger spaces and more abundant power ups? Or do those very things detract from the more skill-testing, claustrophobic environs?
  • Just how many shades of green and brown can you use in the creation of 23 near identical castles?

Find out if Quake has truly stood the test of time in the 9th episode of the Retro Spectives Podcast!

If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening!

  continue reading

127 episodes

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Episode 9 - Quake

Retro Spectives

50 subscribers

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Manage episode 234007071 series 2508592
Content provided by Patrick Arthur. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Patrick Arthur or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.

Quake is one of the most influential shooters ever made. While its contemporaries like Duke Nukem and Blood were dabbling in the illusion heavy 2.5D, Quake chose instead to feature fully 3D models and environments. It introduced true vertical spaces, encouraged the use of the mouse to aim and forced players to manage distance far more actively. But does its gameplay hold up all these years later, or has it been eclipsed by refinements taken by more modern shooters?

In this week’s episode, we explore:

  • How does the decision to make most enemies shoot projectiles or attack in melee, instead of hitscan, affect the pace and feel of the gameplay?
  • Is Episode 4 the apex of the Quake experience, with its larger spaces and more abundant power ups? Or do those very things detract from the more skill-testing, claustrophobic environs?
  • Just how many shades of green and brown can you use in the creation of 23 near identical castles?

Find out if Quake has truly stood the test of time in the 9th episode of the Retro Spectives Podcast!

If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening!

  continue reading

127 episodes

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